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Sarith Embertrail - AI-generated fantasy Character

Sarith Embertrail

Dragonborn · Ranger (Hunter) · Level 7 · Outlander

Sarith Embertrail

Quietly protective, disciplined, and dryly observant.
AC16
HP53/53
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 53 · 30 ft.
AlignmentNeutral GoodGenderMaleAge28
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • AthleticsSTR
  • InsightWIS
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One musical instrument,
Vehicles (land)

Languages

Common,
Draconic,
Giant

Features

18 features

Action

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Breath WeaponDragonbornYou can use your action to exhale destructive energy in a 5 by 30 foot line. Creatures in the area make a Dexterity save, taking 2d6 acid damage on a failed save, or half as much on a success. Use proficiency bonus uses per long rest.

Always on

  • Favored Enemy and Natural ExplorerLevel 1

    Choose your favored terrain and learn to navigate it with remarkable ease. You excel at travel, tracking, and surviving in the wilds.

  • Ranger TrainingLevel 1

    You gain proficiency with light armor, medium armor, shields, simple weapons, and martial weapons. Your favored weapons and armor support a life spent ranging ahead of others.

  • SpellcastingLevel 2

    You have learned to cast ranger spells. Wisdom is your spellcasting ability, and you prepare a limited number of spells each day.

  • Hunter's LoreLevel 2

    When you hit a creature with a weapon attack, you can mark it for extra damage, though the classic 2014 ranger's key damage rider is represented through your spell and subclass choices.

  • Ranger ArchetypeLevel 3

    Choose a Ranger Archetype, which grants additional features at 3rd level and later levels.

  • Primeval AwarenessLevel 3

    When you move through nonmagical difficult terrain, it costs you no extra movement. You can also move stealthily at a normal pace while traveling alone.

  • Fighting StyleLevel 2

    Choose a fighting style that shapes your combat role. Archery gives you a strong ranged attack bonus.

  • Land's StrideLevel 8

    While you are not wearing heavy armor, moving through nonmagical difficult terrain costs you no extra movement, and you have advantage on saving throws against plants that are magically created or manipulated to impede movement.

  • Favored EnemyLevel 1

    You know how to survive in the untamed places of the world, and your instincts sharpen when danger approaches.

  • Hunter's PreyLevel 3

    Colossus Slayer. Once per turn, you deal an extra 1d8 damage to a creature if it is below its hit point maximum when you hit it with a weapon attack.

  • Defensive TacticsLevel 7

    Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

  • TraitDragonbornAbility Score Increase, +2 Strength and +1 Charisma.
  • Draconic Ancestry, choose brassDragonbornYour breath weapon and damage resistance are acid.
  • Damage ResistanceDragonbornYou have resistance to acid damage.
  • TraitDragonbornDraconic language and proud draconic heritage.
  • WandererOutlander

    You have an excellent memory for maps and geography, and can always find food and fresh water for yourself and up to five others each day, provided the land offers any at all.

Spells

5 spells

Spellcasting. Sarith Embertrail casts with Wisdom (spell save DC 11, to hit with spell attacks).

1st level (4 slots): , , ,

2nd level (3 slots):

Gear

10 items

Weapons

  • 2×
    Shortsword
    Two shortswords.
  • Longbow
    A longbow.

Armor

  • Scale mail
    A suit of scale mail.

Gear

  • 20×
    Arrows
    A quiver with 20 arrows.
  • Explorer's pack
    An explorer's pack.
  • Hunting trap
    A hunting trap.
  • Trophy
    A trophy from an animal you killed.
  • Traveler's clothes
    Traveler's clothes.
  • Staff
    A staff carved from a mountain ash sapling.

Purse

  • Pouch of gold
    A pouch containing 10 gp.

Appearance

A broad-shouldered brass dragonborn with burnished gold scales, a broken horn tipped in copper, and a traveler’s cloak stitched with leaf-green thread. He wears practical scale mail beneath weather-stained leathers, keeps a longbow close at hand, and carries trophies from the wild fastened to his belt. His eyes are steady and watchful, like a hunter measuring wind and distance before every step.

Mannerisms

He speaks in short, measured sentences, often pausing to listen before answering. When uncertain, he taps two claws against the grip of his bow, as if counting distances in his head. He instinctively faces doors and open ground, and he rarely sits with his back to a wall unless he knows the room well.

Personality

Quietly protective, disciplined, and dryly observant. Sarith does not waste words, but when he gives his word he means it absolutely. He is patient with the lost, suspicious of the boastful, and surprisingly gentle with animals and children.

Ideals

Responsibility. The strong are meant to guard the weak, and strength without service is wasted. The world survives because someone keeps watch, marks the trail, and stands between the innocent and the dark.

Bonds

He carries the carved bone token of his first solo hunt, and he will not part with it for any reward. He feels responsible for the safety of travelers who cannot read the land, because once, someone did that for him.

Flaws

He trusts the judgment of the road more than the judgment of people, sometimes assuming a harsh answer is the only honest one. When he feels responsible for others, he can become stubborn and overprotective, refusing help even when he clearly needs it.

Quirks

Always tests the ground ahead with the toe of his boot before stepping fully onto it.
Keeps tally marks scratched into a wooden charm for every trail he has mapped.
Murmurs directions under his breath even when traveling alone.
Polishes his bowstring knot before sleep as a calming ritual.

Background

Sarith was born far from any dragonborn enclave, in a highland migration camp where his clan lived between borders and never fully belonged to one nation. As a hatchling he learned the old rites of tracking, reading weather, and finding safe paths through dangerous country. He was taught that the wilds are honest in a way cities are not, they do not flatter, but they do endure. When a border war burned through his home valley, Sarith led the youngest and slowest to safety through game trails and ravines that even the soldiers ignored, and that was the first time he understood that his strength was not in standing still, but in guiding others through ruin. He left the camp after the war, not because he wanted solitude, but because the world seemed full of places that needed watching. Sarith took to the road as an outrider, scout, and hunter, serving caravans and small settlements that could not afford to lose a single trail or a single night watch. Over time he became known for returning with warnings before danger arrived, and for striking with calm precision when warning was no longer enough. He still keeps the token of the first beast he brought down alone, a reminder that survival is not cruelty, but responsibility.

“As a hatchling he learned the old rites of tracking, reading weather, and finding safe paths through dangerous country.”
From their backstory
Background
Outlander

Connections

Species

Dragonborn

Media

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